||JumpStart 3rd Grade
||(WinXP/2000/Vista) (Jewel Case) (JUMP3RDPJ)
Ages: 7 to 9
Combines the Subjects of 3rd Grade
into the Ultimate Adventure Game
In JumpStart Adventures 3rd Grade Mystery Mountain, you
apply lessons in language arts, math, history, science, art, and music to
recover 25 time-meddling robots before they change history forever.
The Villain. Bratty little Polly Spark programmed 25
robots to alter hsitory and make it match it up with her nonsensical pop-quiz
The Challenge. Do you know your 3rd Grade lessons
well enough to outsmart her maniacal plan?
The Adventure. Creep deep into Mystery Mountain and
begin your mission...
Train Your Brain! To win, play games of skill that
will test your knowledge of many 3rd Grade subjects:
Language Arts. Read and comprehend subject/verb
agreement, grammar, antonyms, synonyms, and homonyms. Build spelling and
Math. Complete equations in column multiplication,
simple division, 3-digit addition, 2-digit subtraction, adding with freactions,
logic, and converting measurements.
Science. Build an understanding of earth science,
physical science, and life science. Learn to recognize the constellations.
History. Associate key people and fascinating facts
with places and historic events. Identify influences from culture and
Music & Art. Draw and create your own art. Learn
about art history. Compose and appreciate folk and classical music.
Match Your Might Against Meddling
If Polly has her way, the whole world will turn upside down.
Sneak into the mountain mansion and end Polly's pitiful plot by capturing her
25 time-tinkering robots, one by one.
To nab each robot, you'll collect clues scattered throughout
the mountain and hidden in many of the 16 games. Then, you'll analyze the clues
in Professor Spark 's laboratory to find where and when in history the robots
have been sent. Hurry! If the power runs low, you'll have to generate more with
the electrostatic generator.
Succeed - and build important skills, smarts, and strengths.
Blunder - and the turns weird forever.
Your adventure begins here:
Science. Blast off from beneath the mountain into a
domed biosphere to sample different climates and geography. Or, program a
reluctant robot - your logic helps you capture clues.
Language Arts. Intercept space messages. Use the
Decoder to unscramble grammar and create sentences. Or, click on the
Constellations - clues may be hidden among the stars.
Music & Art. Cultivate your art and word skills to
piece together historic paintings. Or, make crazy music in the mad inventor's
Power is Low. Power up your math skills to make more
energy. You'll need the extra energy because devices like the Shrink-O-Matic
sap your strength in seconds.
History. Use your clues to plot where and when in
history a pesky robot is meddling. Then, jump in the Time Machine to zoom back
and capture it.
Math. The kitchen is cooking with math. Even the door
locks are coded - you'll need to add, subtrac, and multiply just to get in.
Measurements. Once inside the kitchen, measure out the
correct ingredients to make potent potions that could make the robots sick to
Captured! Use your four clues and points to get a Time
Key. Use the Key to go back in time and capture one of the 25 rotten
Requirements: Windows Vista, XP, 2000, Pentium II
300Mhz, 128MB RAM, 25MB HD Space, 640x480 display, 16-bit color,
Windows-compatible sound card & speakers, 12X CD-ROM Drive.
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